Core: Start cleaning up hungarian notation - Phase1: pCreature -> creature
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@@ -57,43 +57,43 @@ class npc_aged_dying_ancient_kodo : public CreatureScript
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public:
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npc_aged_dying_ancient_kodo() : CreatureScript("npc_aged_dying_ancient_kodo") { }
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bool OnGossipHello(Player* pPlayer, Creature* pCreature)
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bool OnGossipHello(Player* pPlayer, Creature* creature)
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{
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if (pPlayer->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) && pCreature->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
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if (pPlayer->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) && creature->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
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{
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//the expected quest objective
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pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
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pPlayer->TalkedToCreature(creature->GetEntry(), creature->GetGUID());
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pPlayer->RemoveAurasDueToSpell(SPELL_KODO_KOMBO_PLAYER_BUFF);
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pCreature->GetMotionMaster()->MoveIdle();
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creature->GetMotionMaster()->MoveIdle();
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}
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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bool EffectDummyCreature(Unit* pCaster, uint32 spellId, uint32 effIndex, Creature* pCreatureTarget)
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bool EffectDummyCreature(Unit* pCaster, uint32 spellId, uint32 effIndex, Creature* creatureTarget)
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{
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//always check spellid and effectindex
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if (spellId == SPELL_KODO_KOMBO_ITEM && effIndex == 0)
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{
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//no effect if player/creature already have aura from spells
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if (pCaster->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) || pCreatureTarget->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
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if (pCaster->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) || creatureTarget->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
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return true;
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if (pCreatureTarget->GetEntry() == NPC_AGED_KODO ||
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pCreatureTarget->GetEntry() == NPC_DYING_KODO ||
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pCreatureTarget->GetEntry() == NPC_ANCIENT_KODO)
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if (creatureTarget->GetEntry() == NPC_AGED_KODO ||
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creatureTarget->GetEntry() == NPC_DYING_KODO ||
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creatureTarget->GetEntry() == NPC_ANCIENT_KODO)
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{
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pCaster->CastSpell(pCaster, SPELL_KODO_KOMBO_PLAYER_BUFF, true);
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pCreatureTarget->UpdateEntry(NPC_TAMED_KODO);
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pCreatureTarget->CastSpell(pCreatureTarget, SPELL_KODO_KOMBO_DESPAWN_BUFF, false);
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creatureTarget->UpdateEntry(NPC_TAMED_KODO);
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creatureTarget->CastSpell(creatureTarget, SPELL_KODO_KOMBO_DESPAWN_BUFF, false);
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if (pCreatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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pCreatureTarget->GetMotionMaster()->MoveIdle();
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if (creatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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creatureTarget->GetMotionMaster()->MoveIdle();
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pCreatureTarget->GetMotionMaster()->MoveFollow(pCaster, PET_FOLLOW_DIST, pCreatureTarget->GetFollowAngle());
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creatureTarget->GetMotionMaster()->MoveFollow(pCaster, PET_FOLLOW_DIST, creatureTarget->GetFollowAngle());
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}
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//always return true when we are handling this spell and effect
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@@ -102,14 +102,14 @@ public:
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return false;
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}
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_aged_dying_ancient_kodoAI(pCreature);
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return new npc_aged_dying_ancient_kodoAI(creature);
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}
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struct npc_aged_dying_ancient_kodoAI : public ScriptedAI
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{
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npc_aged_dying_ancient_kodoAI(Creature* pCreature) : ScriptedAI(pCreature) { Reset(); }
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npc_aged_dying_ancient_kodoAI(Creature* creature) : ScriptedAI(creature) { Reset(); }
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uint32 m_uiDespawnTimer;
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@@ -197,27 +197,27 @@ class npc_dalinda : public CreatureScript
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public:
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npc_dalinda() : CreatureScript("npc_dalinda") { }
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bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* quest)
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bool OnQuestAccept(Player* pPlayer, Creature* creature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_RETURN_TO_VAHLARRIEL)
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{
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if (npc_escortAI* pEscortAI = CAST_AI(npc_dalinda::npc_dalindaAI, pCreature->AI()))
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if (npc_escortAI* pEscortAI = CAST_AI(npc_dalinda::npc_dalindaAI, creature->AI()))
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{
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pEscortAI->Start(true, false, pPlayer->GetGUID());
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pCreature->setFaction(113);
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creature->setFaction(113);
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}
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}
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return true;
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}
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_dalindaAI(pCreature);
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return new npc_dalindaAI(creature);
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}
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struct npc_dalindaAI : public npc_escortAI
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{
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npc_dalindaAI(Creature* pCreature) : npc_escortAI(pCreature) { }
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npc_dalindaAI(Creature* creature) : npc_escortAI(creature) { }
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void WaypointReached(uint32 i)
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{
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